How to normalize the color values of a shader (Pointiness)?
In order to map the pointiness values in the current view to a 0-1 range, a renderer would have to accumulate information about the entire frame or object, and then backtrack to adjust values between the maximum and minimum found. I'm confident Cycles can't do that. 

There might be a more accurate method via baking and a histogram, but the approach I took to doing it by eye was to put the values through a color ramp, with the top 2% yielding blue, and the bottom 2%, red.

I then adjusted the 'Add' node to get a bare minimum of red, and the Multiply node to just hit the blue end. These were the figures for Suzanne, (top row), and Suzanne subddiv 2.



The top pair below were for calibration, the bottom pair the result with the color ramp taken out.



Maybe the regions would match more closely if we glue her eyes in.